| Fey Warden|
|The ambassadors of faerie|
To become a Fey Warden (FyW), the characters must fulfill all the following criteria:
Alignment: non-lawful, non-evil
Skills: Knowledge (nature) 8 ranks, Knowledge (Fey) 3 ranks, Wilderness Lore 5 ranks, Perform 5 ranks, Diplomacy 5 ranks.
Special Requirements: The character must have had prior peaceful contact with the fey.
The Fey Warden's class skills (and the key ability for each) are: Craft (Int), Animal Empathy (Cha), Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Innuendo (Wis), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (nature) (Int), Knowledge (fey) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Int), Wilderness Lore (Wis), Use Magical Device (Cha)
Skill Points at Each Level: 4 + Int modifier
Hit Die: d8
Weapon and Armor Proficiency:
Fey Wardens do not gain any proficiency with new weapons or armor.
Spells: A Fey Warden casts arcane spells from the list provided as a bard of his Fey Warden level. He casts these spells without having to memorize them beforehand or keep a spellbook. The difficulty class for a saving throw against a Fey Warden's spell is 10 + the spell's level + the Fey Warden's charisma modifier. Each time the character gains a level of Fey Warden, they add two new spells to their repitoire, though they can also learn spells from scrolls, books, or other arcane spellcasters.
Animal Companion: For purposes of determining character level where animal total Hit Die of companions are concerned, the Fey Wardens levels stack with the characters druid or ranger levels as if the character had gained a level of druid.
(Ex) Resist Nature's Lure: A Fey Warden gains a +4 bonus to saving throws against the spell-like abilities of feys (such as dryads, nymphs, and sprites). This includes enchantments, illusions, and other supernatural effects. Note that this ability does not stack if the character already has the druidic ability of the same name, though the druid who already has this ability gains an additional +2 bonus.
(Su) Detect Fey: Once per day per Fey Warden level, the character can attempt to detect the presence of fey. This functions exactly as the druid spell Detect Animals or Plants, but applies only to fey. The range of this ability is not limited by sight.
(Su) Elven Sight: The character gains low light vision as an elf.
(Ex) Titania's Smile: A Fey Warden gains a +2 circumstance bonus when attempting to influence NPC attitude. This bonus is doubled (+4) if the character is attempting to influence the attitude of fey. If the situation presents itself, the bonus form this ability stacks with that granted by Titania's Smile.
(Ex) Fey Fellowship: The fey warden now attracts followers as if they had gained a special version of the leadership feat (see the Dungeon Master's Guide). The Fey Warden gains followers as described in the rules for the leadership feat, with the added feature that they have a tendency to attract fey creatures as well (see the section regarding special cohorts). Any companions attracted with this ability are of like mind with the fey warden, though they may be of different race, class, or alignment. If the fey warden has an animal companion, familiar, or paladin's warhorse, he does not suffer the -2 penalty as usual. If the character has already taken the leadership feat, or takes the leadership feat after gaining this ability, their leadership score instead increases by 1.
(Su) Part the Veil: The Fey Warden can see into the local Realm of Faerie once a day per two Fey Warden levels. The Fey Warden cannot interact in any way with what they see, although creatures in the Realm of Faerie are allowed a scry save to notice the Fey Warden as if they were under the effects of a scry spell. Note that even if the fey present aren't trained in use of the scry skill, they are still allowed an intelligence check to notice the viewer.
(Ex) Cluracan's Tongue: The Fey Warden gains a +2 circumstance bonus to all charisma related skill checks. This bonus doubles to +4 if the character is attempting to influence a member of the opposite sex. If the situation presents itself, the bonus from this ability stacks with that granted by Cluracan's Tongue.
(Ex) Hapless Luck: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made. You must take the result of the reroll, even if its worse than the original roll. This ability stacks with the ability granted by the luck domain, effectively granting the character two dice rerolls every day.
(Su) Mark of Oberon: The Fey Warden is visited by a servant of Oberon, king of the realm of the Fey. If the character proven himself to be of kind heart and a friend to the fey, the servant bestows a blessing upon him. If the character is deemed worthy they are given the mark, which is usually on the back of the hand or some other similarly visible area, and gain the powers listed below. If the character is not judged worthy, the fey servant will revisit them each time they gain a level of Fey Warden to judge them once again. Note that characters still gain the other abilities listed for advancement in the Fey Warden class even if they are not judged worthy of the Mark of Oberon.
From this point on, creatures of fey will automatically be shifted one step towards friendly upon their initial encounter with the Fey Warden who bears the Mark of Oberon. Additionally, the fey warden's leadership score is increased by 1.
(Ex) Magical Beast Mastery: The Fey Warden's definition of a natural animal and a creature of fancy begins to blur. The Fey Warden can use the animal friendship spell to affect magical beasts in addition to animals, regardless of the target's Intelligence score. The subject of the spell must be willing and friendly towards the Fey Warden in order for the spell to work. Magical Beast companions count triple against the Fey Warden's total allowed Hit Dice of companions.
(Ex) What Fools These Mortals Be: The Fey Warden gains a +2 insight bonus to all wisdom related skill checks.
(Su) Sidhe Way: The Fey Warden gains the ability to shift to the Plane of Faerie twice a day as per the spell Plane Shift. This is an innate ability as per a spellcaster of the Fey Warden's character level. Once in the Plane of Faerie, the Fey Warden can use this ability to travel back to the Material Plane.
(Su) Endless: The character no longer ages. Their body takes on a few fanciful characteristics, such as exceptionally bright or dark eyes, small satyr horns, luminescent skin, or even small wings. The character's type changes to native outsider, and they no longer suffer from any ability penalties or gain bonuses related to aging and cannot be magically aged. Experienced Fey Wardens will often spend almost all of their time in the faerie realm and will rarely visit the mortal world, which they usually consider quite dull.
The Fey Warden
Class Base Fort Reflex Will Special
Level Attack Save Save Save Abilities
1 +0 +0 +0 +2 Resist Nature's Lure, Elven Sight
2 +1 +0 +0 +3 Detect Fey, Titania's Smile
3 +1 +1 +1 +3 Fey Fellowship
4 +2 +1 +1 +4 Part the Veil
5 +2 +1 +1 +4 Cluracan's Tounge
6 +3 +2 +2 +5 Hapless Luck
7 +3 +2 +2 +5 Mark of Oberon, Magical Beast Mastery
8 +4 +2 +2 +6 What Fools These Mortals Be
9 +4 +3 +3 +6 Sidhe Way
10 +5 +3 +3 +7 Endless
Spells Per Day:
Level 0 1 2 3 4
1 5 3 - - -
2 6 4 - - -
3 6 5 - - -
4 6 6 3 - -
5 6 6 4 - -
6 6 6 5 3 -
7 6 6 6 4 -
8 6 6 6 5 3
9 6 6 6 6 4
10 6 6 6 6 4
Maximum Spells Known
Level 0 1 2 3 4
1 4 2 - - -
2 5 2 - - -
3 5 3 1 - -
4 6 3 2 - -
5 6 4 2 1 -
6 7 4 3 2 -
7 7 5 3 2 1
8 8 5 4 3 2
9 8 6 4 3 2
10 9 6 5 4 3
Fey Warden Spells:
The Fey Warden may choose spells from the following list:
0th: Daze, Flare, Dancing Lights, Ghost Sound, Mage Hand, Open/Close, Detect Magic, Prestidigitation, Read Magic, Nystul's Magical Aura, Ventriloquism, Animate Rope, Spider Climb, Virtue, Guidance, Detect Crossroads / Backloads, Pass Without Trace, Secret Page, Percussion, Fine-Tuning, Animal Trick, Dawn, Daze Animal, Fire Eyes, Detect Snares and Pits, Detect Animals or Plants, Speak with Animals, Cure Minor Wounds
1st: Alarm, Animal Friendship, Grease, Mount, Obscuring Mist, Comprehend Languages, Charm Person, Hypnotism, Sleep, Change Self, Color Spray, Silent Image, Feather Fall, Jump, Reduce, Glitter dust, Tasha's Hideous Laughter, Continual Flame, Magic Mouth, Endure Elements, Ambient Song, Lullaby, Joyful Noise, Entangle, Camouflage, Magic Fang, Shield, Bark skin, Burning Hands
2nd: Enlarge, Obscure Object, Fog Cloud, Detect Thoughts, Blur, Hypnotic Pattern, Minor Image, Mirror Image, Misdirection, Scare, Alter Self, Blindness/Deafness, Whispering Wind, Phantom Steed, Speak with Animals, Warp Wood, Wood Shape, Cure Light Wounds, Speak with Plants, Tounges, Charm Monster, Shrink Item, Summon Instrument, Fox's Cunning, Eagle's Splendor, Beget Bogun, Cure Light Wounds, Owl's Wisdom, Cat's Grace, Bull's Strength,
3rd: Web, Flaming Sphere, Invisibility, Knock, Nondetection, Gust of Wind, Displacement, Major Image, Fly, Haste, Slow, Water Breathing, Confusion, Emotion, Stone Shape, Quench, Healthful Slumber, Spectral Steed, False Bravado, Greater Magic Fang, Cure Moderate Wounds
4th: Rope Trick, Invisibility Sphere, Evard's Black Tentacles, Minor Creation, Hallucinatory Terrain, Rainbow Pattern, Emotion, Polymorph Other, Polymorph Self, Mind Fog, Dream, Persistant Image, Break Enchantment, Awaken, Tree Stride, Allegro, Follow the Leader, Mass Calm, Heal Animal Companion, Lightning Bolt, Cure Serious Wounds, Create Crossroads and Backroad
v 1.03 - August 15, 2002
Fey Warden by Shawn Nicolen
References: Magic of Faerun, Manual of the Planes, Song and Slience. Masters of the Wild, Tome and Blood, WoTC D&D Website
Related Articles: Grove of the Final Defense, Emmephera, Titania, Thomas of Oberon
Contributor: Shawn Nicolen